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<body class="article">
<div id="header">
<h1>[GUIDE] Introduction to Database content for SD2</h1>
</div>
<div id="content">
<div id="preamble">
<div class="sectionbody">
<div class="paragraph"><p>This guide is intended to help people</p></div>
<div class="ulist"><ul>
<li>
<p>
to understand which information of the database is used with SD2
</p>
</li>
<li>
<p>
who want to contribute their patches as complete as possible
</p>
</li>
</ul></div>
<div class="paragraph"><p>All sql-related files are located in the ScriptDev2/sql and subsequent directories.</p></div>
</div>
</div>
<div class="sect1">
<h2 id="_sql_files">1. SQL-Files</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_files_that_contain_full_sd2_database_content">1.1. Files that contain full SD2-Database content</h3>
<div class="paragraph"><p>For a script we usually have to take care of these files:</p></div>
<div class="ulist"><ul>
<li>
<p>
mangos_scriptname_full.sql
</p>
<div class="paragraph"><p>This file is applied to the world database (default: mangos), and contains the ScriptNames</p></div>
</li>
<li>
<p>
scriptdev2_script_full.sql
</p>
<div class="paragraph"><p>This file is applied to the sd2 database (default: scriptdev2), and contains texts, gossip-items and waypoints</p></div>
</li>
</ul></div>
</div>
<div class="sect2">
<h3 id="_patchfiles_for_incremental_updates">1.2. Patchfiles for incremental Updates</h3>
<div class="paragraph"><p>Patches for the databases are stored in the files:</p></div>
<div class="ulist"><ul>
<li>
<p>
Updates/rXXXX_mangos.sql
</p>
<div class="paragraph"><p>This file contains the changes that should be done with the patch to the world-databse</p></div>
</li>
<li>
<p>
Updates/rXXXX_scriptdev2.sql
</p>
<div class="paragraph"><p>This file contains the changes that should be done with the patch to the scriptdev2-database</p></div>
</li>
</ul></div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_world_database">2. World-Database</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_scriptnames_of_npcs">2.1. ScriptNames of NPCs:</h3>
<div class="paragraph"><p>If we need to assign a ScriptName to a NPC (GameObject-Scripts are similar) the statement is:</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>UPDATE creature_template SET ScriptName='npc_and_his_name' WHERE entry=XYZ;</tt></pre>
</div></div>
<div class="paragraph"><p>or</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>UPDATE creature_template SET ScriptName='npc_something_identifying' WHERE entry IN (XYZ, ZYX);</tt></pre>
</div></div>
<div class="paragraph"><p><em>Remark:</em> For creatures with many difficulty entries, only the one for normal difficulty needs the ScriptName.</p></div>
</div>
<div class="sect2">
<h3 id="_scriptnames_for_scripted_areatrigger">2.2. ScriptNames for scripted_areatrigger:</h3>
<div class="paragraph"><p>For Areatriggers (or scripted_event_id) we usally cannot use UPDATE, hence we need to DELETE possible old entries first:</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>DELETE FROM scripted_areatrigger WHERE entry=XYZ;
INSERT INTO scripted_areatrigger VALUES (XYZ, at_some_place);</tt></pre>
</div></div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_scriptdev2_database">3. ScriptDev2-Database</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_entry_format_for_texts_and_for_gossip_texts">3.1. entry-Format for texts and for gossip-texts:</h3>
<div class="paragraph"><p>The to be used entry is a combination of the number depending on the map and a counter.</p></div>
<div class="ulist"><ul>
<li>
<p>
This is for texts: -1&lt;MapId&gt;&lt;three-digit-counter&gt;
</p>
</li>
<li>
<p>
For gossip-texts: -3&lt;MapId&gt;&lt;three-digit-counter&gt;
</p>
<div class="paragraph"><p>where &lt;MapId&gt; is the ID of the map for instances, or 000 for all other maps.</p></div>
</li>
</ul></div>
<div class="sect3">
<h4 id="_example_text_on_worldmap">3.1.1. Example: Text on WorldMap</h4>
<div class="paragraph"><p>Let&#8217;s say we want to add a new text to a NPC on Kalimdor (no instance),
then we need to look which is the last text entry of the format -1000XYZ
(this one can be found in scriptdev2_script_full.sql).</p></div>
<div class="paragraph"><p>On the moment where I write this guide this is:</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>(-1000589,'Kroshius live? Kroshius crush!',0,1,0,0,'SAY_KROSHIUS_REVIVE');</tt></pre>
</div></div>
<div class="paragraph"><p>so our first text entry will be -1000590.</p></div>
</div>
<div class="sect3">
<h4 id="_example_gossip_item_in_instance">3.1.2. Example: Gossip-Item in Instance</h4>
<div class="paragraph"><p>Let&#8217;s say we want to add a new gossip item to a NPC in Culling of Stratholme, this map has the ID 595.
At this moment there is already some gossip_text, and the last one is</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>(-3595005,'So how does the Infinite Dragonflight plan to interfere?','chromie GOSSIP_ITEM_INN_3');</tt></pre>
</div></div>
<div class="paragraph"><p>so our first gossip-text entry will be -3595006.</p></div>
</div>
</div>
<div class="sect2">
<h3 id="_format_for_texts">3.2. Format for texts</h3>
<div class="paragraph"><p>The format is <tt>(entry,content_default,sound,type,language,emote,comment)</tt> with these meanings:</p></div>
<div class="dlist"><dl>
<dt class="hdlist1">
entry
</dt>
<dd>
<p>
should now be clear ;)
</p>
</dd>
<dt class="hdlist1">
content_default
</dt>
<dd>
<p>
is the text (in english) enclosed with '.<br />
  There are a few placeholders that can be used:
 <br />
</p>
<div class="hdlist"><table>
<tr>
<td class="hdlist1">
%s
<br />
</td>
<td class="hdlist2">
<p style="margin-top: 0;">
self, is the name of the Unit saying the text<br />
The $-placeholders work only if you use DoScriptText with a <em>target</em>.
</p>
</td>
</tr>
<tr>
<td class="hdlist1">
$N, $n
<br />
</td>
<td class="hdlist2">
<p style="margin-top: 0;">
the [N, n]ame of the target
</p>
</td>
</tr>
<tr>
<td class="hdlist1">
$C, $c
<br />
</td>
<td class="hdlist2">
<p style="margin-top: 0;">
the [C, c]lass of the target
</p>
</td>
</tr>
<tr>
<td class="hdlist1">
$R, $r
<br />
</td>
<td class="hdlist2">
<p style="margin-top: 0;">
the [R, r]ace of the target
</p>
</td>
</tr>
<tr>
<td class="hdlist1">
$GA:B; 
<br />
</td>
<td class="hdlist2">
<p style="margin-top: 0;">
if the target is male then A else B is displayed, Example:
</p>
<div class="listingblock">
<div class="content">
<pre><tt>'Time to teach you a lesson in manners, little $Gboy:girl;!'</tt></pre>
</div></div>
<div class="paragraph"><p>Remember to escape <span class="red">'</span> with <span class="red">\'</span>, Example:</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>'That \'s my favourite chocolate bar'.</tt></pre>
</div></div>
</td>
</tr>
</table></div>
</dd>
<dt class="hdlist1">
sound
</dt>
<dd>
<p>
is the sound ID that shall be played on saying, they are stored in SoundEntries.dbc
</p>
<div class="quoteblock">
<div class="content">
<div class="paragraph"><p>Sound Ids are stored within the SoundEntries.dbc file. Within that dbc file you will find a reference to the actual file that is played. We cannot help you with reading these files so please do not ask how.</p></div>
</div>
<div class="attribution">
&#8212; Ntsc
</div></div>
</dd>
<dt class="hdlist1">
type
</dt>
<dd>
<p>
is the type of the text, there are these possibilities:
</p>
<div class="listingblock">
<div class="content">
<pre><tt>0 CHAT_TYPE_SAY - 'white' text
1 CHAT_TYPE_YELL - 'red' text
2 CHAT_TYPE_TEXT_EMOTE - 'yellow' emote-text (no &lt;Name&gt;... )
3 CHAT_TYPE_BOSS_EMOTE - 'big yellow' emote-text displayed in the center of the screen
4 CHAT_TYPE_WHISPER - whisper, needs a target
5 CHAT_TYPE_BOSS_WHISPER - whipser, needs a target
6 CHAT_TYPE_ZONE_YELL - 'red' text, displayed to everyone in the zone</tt></pre>
</div></div>
</dd>
<dt class="hdlist1">
language
</dt>
<dd>
<p>
is the language of the text (like LANG_GNOMISH), see <tt>enum Language</tt> in <tt>game/SharedDefines.h</tt>&#8201;&#8212;&#8201;usually zero (LANG_UNIVERSAL)
</p>
</dd>
<dt class="hdlist1">
emote
</dt>
<dd>
<p>
is the emote the npc shall perform on saying the text, can be found in <tt>enum Emote</tt> in <tt>game/SharedDefines.h</tt>
</p>
</dd>
<dt class="hdlist1">
comment
</dt>
<dd>
<p>
is a comment to this text, usually the used enum of the script, like SAY_KROSHIUS_REVIVE, if this enum is not identifying the npc, then the name of the npc is put before.
</p>
</dd>
</dl></div>
</div>
<div class="sect2">
<h3 id="_format_for_gossip_texts">3.3. Format for gossip-texts</h3>
<div class="paragraph"><p>The format for gossip texts is <tt>(entry,content_default,comment)</tt><br />
The fields have the same meaning as for script-texts.</p></div>
</div>
<div class="sect2">
<h3 id="_format_for_waypoints">3.4. Format for waypoints</h3>
<div class="paragraph"><p>The format for waypoints is <tt>(entry,pointid,location_x,location_y,location_z,waittime,point_comment)</tt> with these meanings:</p></div>
<div class="dlist"><dl>
<dt class="hdlist1">
entry
</dt>
<dd>
<p>
is the entry of the scripted NPC
</p>
</dd>
<dt class="hdlist1">
pointid
</dt>
<dd>
<p>
is the ID of the point, usally starting with 01, and increasing
</p>
</dd>
<dt class="hdlist1">
location_*
</dt>
<dd>
<p>
describes the position of the waypoint
</p>
</dd>
<dt class="hdlist1">
waittime
</dt>
<dd>
<p>
is the time, the mob will wait after reaching <em>this</em> waypoint, before he continues to go to the next
</p>
</dd>
<dt class="hdlist1">
point_comment
</dt>
<dd>
<p>
is used to note if something special is happening at this point, like quest credit
</p>
</dd>
</dl></div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_creating_the_patch">4. Creating the Patch</h2>
<div class="sectionbody">
<div class="paragraph"><p>There are different ways to get to a patch, I prefer this workflow:</p></div>
<div class="sect2">
<h3 id="_for_the_scriptdev2_database_patch_files">4.1. For the scriptdev2 database (patch files):</h3>
<div class="paragraph"><p>Open scriptdev2_script_full.txt<br />
scroll to the right place for the needed SQL-statements, to note the entry.<br />
(for texts depending on mapId, and to the last counter, for waypoints behind the last inserted waypoint)</p></div>
<div class="sect3">
<h4 id="_example_for_normal_world_text">4.1.1. Example for normal world text:</h4>
<div class="paragraph"><p>Assume the last entry in your map (here world-map) was:</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>(-1000589,'Kroshius live? Kroshius crush!',0,1,0,0,'SAY_KROSHIUS_REVIVE');</tt></pre>
</div></div>
<div class="paragraph"><p>Now create a new file: Updates/r0000_scriptdev2.sql
Add there:</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>DELETE FROM script_texts WHERE entry=-1000590;
INSERT INTO script_texts (entry,content_default,sound,type,language,emote,comment) VALUES
(-1000590,'My fancy aggro-text',0,1,0,0,'boss_hogger SAY_AGGRO');</tt></pre>
</div></div>
<div class="paragraph"><p>or</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>DELETE FROM script_texts WHERE entry BETWEEN -1000592 AND -1000590;
INSERT INTO script_texts (entry,content_default,sound,type,language,emote,comment) VALUES
(-1000590,'My fancy aggro-text1',0,1,0,0,'boss_hogger SAY_AGGRO1'),
(-1000591,'My fancy aggro-text2',0,1,0,0,'boss_hogger SAY_AGGRO2'),
(-1000592,'My fancy aggro-text3',0,1,0,0,'boss_hogger SAY_AGGRO3');</tt></pre>
</div></div>
<div class="paragraph"><p>Hint: the INSERT statements can also be copied from the scriptdev2_script_full.sql</p></div>
</div>
<div class="sect3">
<h4 id="_example_for_waypoints">4.1.2. Example for waypoints:</h4>
<div class="paragraph"><p>The required SQL code to add a waypoint is:</p></div>
<div class="listingblock">
<div class="content">
<pre><tt>DELETE FROM script_waypoint WHERE entry=&lt;MyNpcEntry&gt;;
INSERT INTO script_waypoint VALUES
(&lt;MyNpcEntry&gt;, 1, 4013.51,6390.33, 29.970, 0, '&lt;MyNPCName&gt; - start escort'),
(&lt;MyNpcEntry&gt;, 2, 4060.51,6400.33, 20.970, 0, '&lt;MyNPCName&gt; - finish escort');</tt></pre>
</div></div>
<div class="paragraph"><p>When the Update file is done, append an additional empty line<br />
And test these lines for correctness!</p></div>
</div>
</div>
<div class="sect2">
<h3 id="_for_the_scriptdev2_database_full_files">4.2. For the scriptdev2 database (full files):</h3>
<div class="paragraph"><p>If everything works alright, and you finally intend to prepare the full-patch, copy the SQL-Code that is needed to the proper place in scriptdev2_script_full.sql,
(for a new npc add an empty line), and change the semicolon to a comma:</p></div>
<div class="sect3">
<h4 id="_example_for_world_text">4.2.1. Example for world text:</h4>
<div class="listingblock">
<div class="content">
<pre><tt>(-1000589,'Kroshius live? Kroshius crush!',0,1,0,0,'SAY_KROSHIUS_REVIVE'),

(-1000590,'My fancy aggro-text',0,1,0,0,'boss_hogger SAY_AGGRO');</tt></pre>
</div></div>
<div class="paragraph"><p>The waypoints are added behind the last waypoint, after an empty line.</p></div>
</div>
</div>
<div class="sect2">
<h3 id="_for_the_world_database">4.3. For the world database:</h3>
<div class="paragraph"><p>Create a new file:  Updates/r0000_mangos.sql<br />
In this file put the needed statements for your ScriptNames, append an empty line, convert lineendings to Unix, and then test it for correctness.</p></div>
<div class="paragraph"><p>If everything is alright, open mangos_scriptname_full.sql and go to the right place (this is usally sorted alphabetically by zone).<br />
Insert the needed statement where it fits (usally again ordered alphabetically)</p></div>
<div class="paragraph"><p>After this is done, Create a patch including the (untracked) files in Update/<br />
then you have all information in the created patch, and anyone who wants to test your patch just needs to apply the created files from Updates/</p></div>
</div>
</div>
</div>
</div>
<div id="footnotes"><hr /></div>
<div id="footer">
<div id="footer-text">
Last updated 2012-06-10 14:30:41 Mitteleuropäische Sommerzeit
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